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TIGSource ForumsCommunityDevLogsGreedventory - Soft-Roguelike RPG about smart villains and greedy heroes
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Author Topic: Greedventory - Soft-Roguelike RPG about smart villains and greedy heroes  (Read 7303 times)
blacktowerbasement
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« on: January 08, 2016, 05:15:41 am »

Longing for some good ol' Hack'n'Slash LOOT HUNTING action?

With some BACKSTABBING and DEVIOUS SCHEMING sprinkled here and there?

Starring HILARIOUS ALLIES & FEARSOME ENEMIES from CRITICALLY ACCLAIMED PLOT CLICHÉS

Got you covered, Heroes! Press [ B ] to open your loot bag wide cause it's about to rain SHINY MAGICAL TRINKETS!



Website:greedventory.com

FEATURES

  • Abilities granted only by items.
  • Item perma-break. No easy way of restoring item durability.
  • Dungeons. Non-randomly choreographed fights in randomly placed rooms. And Bosses of course.
  • Challenging combat. Yes, you can parry in this game.

The world

The world in which the game takes place was created one rainy evening. Thursday evening to be more precise. The Gods met together to play their favorite game in which they are sitting around the table rolling diсe and shouting at each other loudly. They had fun until one moment in the game resulted in a big quarrel. Everything that was carefully placed on the table happened to be roughly scattered around. Of course, the pleasent evening ended and everybody went their homes. In the heat of this sad fight nobody noticed one die fell off the table and rolled under the bed.
 
A tremendous cosmic rock crushed down and rolled heavily raising massive dust clouds around. Each facet roll caused the earth and sea that appeared at the very moment the stone hit the ground to morph anew. Every living was being transformed beyond recognition. But not only the present was changing. The past and the history of this place were morphing as well. When the rock finally came to a halt and dust was blown away the crush site turned to be in a settled world with inhabitants who lived here for many centuries.









The Cast

The Hero.

The heritage of his heroic uncle. The saviour of the shiny loot. The rebel against the Brotherhood system. The biggest cliché hope for all deceived adventurers (though they don't know it yet). The Ordinary Hero.



The Imp.

Sits in the Heroic bag, spits insults and knows all the adventurer's stuff. He had trained many heroes before and will give you a good guide of what's going on.



Post about items



Satisfying combat system. Prepare to clean your clothes from blood






Story. Quests. Characters

About greed, sorcery and treachery.




More fun to be delivered!

CONTACTS

Twitter: @BlackTowerCrew
Email: [email protected]
« Last Edit: November 15, 2016, 02:54:38 pm by blacktowerbasement » Logged

rioren
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« Reply #1 on: January 08, 2016, 12:48:44 pm »

its great to finally find something like this here (also just found you on twitter, I am new to twitter myself). Love the concept and the graphics.
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blacktowerbasement
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« Reply #2 on: January 08, 2016, 01:55:50 pm »

Quote
its great to finally find something like this here (also just found you on twitter, I am new to twitter myself). Love the concept and the graphics.
Thanks for commenting and following! Have you tried the game already?
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Pixel Noise
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« Reply #3 on: January 08, 2016, 04:45:30 pm »

Really like the concept and art - but you've got to make a Chrome-capable version of it if you plan to actually support browser play, right? It's been years since I've used any other browser...and I can only assume I'm in the majority there (though maybe not?)

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« Reply #4 on: January 08, 2016, 04:55:57 pm »

Just tried the game and wow... could absolutely be addictive. Artistic and Gameplay are solid.

How are you going to monetize this game?

(i thought firefox was the majority)
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rioren
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« Reply #5 on: January 09, 2016, 01:13:32 am »

Quote
its great to finally find something like this here (also just found you on twitter, I am new to twitter myself). Love the concept and the graphics.
Thanks for commenting and following! Have you tried the game already?

No, it's not working in Chrome.. unfortunately. I will download a stand-alone version and try to play.
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blacktowerbasement
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« Reply #6 on: January 09, 2016, 03:35:35 am »

Thanks everyone for the attention and commenting!

you've got to make a Chrome-capable version of it if you plan to actually support browser play, right?
No, it's not working in Chrome.. unfortunately.

Yeah, this is realy bad things, but Unity has already released the WebGL, so it won't be a problem in future, I hope. As one of the next steps we are going to build for the WebGL. We've already tried that (with no changes in code, just switched the platform)... aaand of course it didn't work Smiley. So it will take some time to figure out what should be fixed, but definitely in will be running on WebGL once.
« Last Edit: January 09, 2016, 05:04:24 am by blacktowerbasement » Logged

blacktowerbasement
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« Reply #7 on: January 09, 2016, 04:17:34 am »

Just tried the game and wow... could absolutely be addictive. Artistic and Gameplay are solid.

How are you going to monetize this game?

(i thought firefox was the majority)

This is motivating!
We have several monetization strategies to discuss. Going to pick one of them or... none (like Star command guys did).
Haven't diceded yet. I'll post some details later.
« Last Edit: January 09, 2016, 06:48:50 am by blacktowerbasement » Logged

Pixel Noise
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« Reply #8 on: January 09, 2016, 08:05:52 am »

Downloaded it and played some this morning - I agree with bakkusa, it's got a lot of potential! But I really want some sound Smiley Have you guys given any thought to the sound direction, SFX yet?
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blacktowerbasement
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« Reply #9 on: January 09, 2016, 08:25:06 am »

Downloaded it and played some this morning - I agree with bakkusa, it's got a lot of potential! But I really want some sound Smiley Have you guys given any thought to the sound direction, SFX yet?

Yeah, for some reason we postponed the sound to the very end of the demo. Actually we interviewed composers once and even have a couple themes done, but not more than that. Going to start with the SFX after the dungeons and savegame features will be ready (actively working on these 2 now).
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blacktowerbasement
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« Reply #10 on: January 10, 2016, 04:51:23 am »

Currently implementing a savegame feature. There are many things to be saved\loaded, like items in inventory on their positions, quests (active and completed), learned skills, map position and presence in the city, etc. Thank to Past-me, he has laid the save\load tailes during writing code almost in every feature, so it shouldn't take to long. But Past-me was a dick sometimes too, leaving shit-stains here and there (probably he was in a bad mood), so Present-me has to fight with that now.
Actually inventory items are already savable and I thought that is the hardest part.
« Last Edit: January 10, 2016, 05:03:19 am by blacktowerbasement » Logged

Davi Vasc
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« Reply #11 on: January 12, 2016, 09:03:33 am »

The demo is awesome, it seems like you really have a solid concept there. I loved the world/atmosphere Smiley
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rioren
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« Reply #12 on: January 18, 2016, 01:10:44 pm »

What is going to be the next "feature" in the next week or month? Announce your plans  Evil
Btw the main screen looks cool!
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blacktowerbasement
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« Reply #13 on: January 19, 2016, 01:13:40 am »

What is going to be the next "feature" in the next week or month? Announce your plans  Evil
Btw the main screen looks cool!

Thanks! Currently we are working on the last mechanics left - dungeons. Everything is discussed and the work has already begun. The first dungeon in the game will be available after a quest chain in the Short Fort (name of this place may be changed later :D). The Hero and the Imp will confront Morzok the Short - stupid, but powerful shaman. Here he is:

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MereMonkey
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« Reply #14 on: January 20, 2016, 11:22:01 am »

The world environment art is awesome!
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« Reply #15 on: January 30, 2016, 01:38:28 am »

Really creative ideas here! Cool stuff!
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blacktowerbasement
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« Reply #16 on: January 30, 2016, 02:11:30 am »

Something on combat system. Why click-based?
While designing the combat system we came up with the next thought: what is player actually doing in hack'n'slashes like Diablo 2? He is clicking on monster sprites :D.

This quite shallow idea set in our heads and we decided to try making click-based combat interesting. A little later we saw that we can achieve this by adding the hit series with Finishing\Special move concept, resourse management (stamina\combo points) and skills that utilizes combo points (somehow amplifiyng based on them) and have cooldowns as another resourse to manage.

This kind of combat turned to be really dynamic and fun, if monsters will have some particular features or abilities to entartain player making him to vary activies and be attentive.
That also perfectly applies to the PvP (I've lost to my gf... in the game that I've made, goddamit, so had to do some rubbish as a  :D).
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blacktowerbasement
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« Reply #17 on: January 30, 2016, 02:17:06 am »

The world environment art is awesome!

Really creative ideas here! Cool stuff!

Thanks, guys!
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« Reply #18 on: February 03, 2016, 06:15:53 pm »

Yeah this looks completely awesome  Addicted
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blacktowerbasement
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« Reply #19 on: February 22, 2016, 01:14:17 am »

Started working on the intro sequence. The voiceover part is already done and currently the artist is creating all nessesary graphics for this.

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